attribute vec3 aPos;

//Basic
uniform mat4 uMMat;
uniform mat4 uVMat;
uniform mat4 uPMat;

varying vec3 vPos;
  
void main(void) {
	vec4 worldPos	= vec4(aPos, 1.0);
	vPos			= aPos;
	gl_Position 	= uPMat * uVMat * worldPos;
}	